Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN2 TOOLS

- Jump to comments -
Name  MDB Utilities for xNormal
Author  tazpn
Submitted / Updated  12-06-2008 / 12-09-2008
Category  Modelling
Patch  1.21
NWN2Game  All
Description
MDB Utilities for xNormal 1.2
===============================

This plugin currently consists of a simple importer for MDB file from Neverwinter Nights 2.

A description from jonnyhr:
This enables you to import highpoly from zBrush or other applications and bake Normal maps from a Lowpoly MDB file. By baking the Normal map from the MDB file, the exact Normal basis will be used in the calculation. This means that the projected Normal map will be displayed perfectly ingame without any of the seams you would get by generating Normal maps in Max. zMapper was an alternative previously, however you didn't get perfect reseult, and you would have to bake every item separately. This way you can generate all the detail in the same environment as well other maps such as Defuse from your zBrush mesh and Ambient Occlusion map.


Requirements
------------

xNormal 3.16.3

Installation
------------

Copy appropriate version of MeshImporter_mdb.dll to your XNormal plugins directory.

Documentation
-------------
MDB File Format: Link
xNormal: Link


Known Issues
------------
None

Change log
----------
1.2
-----
o Importer
- Rotate meshes by -90 degrees in X axis for xNormal

1.1
-----
o Importer
- Adhere to the ignore flags regarding normals,
tangents & binormals, and uvs

Files

NameTypeSizeDownloads
xNormalImporter_MDB1.2.rarxNormalImporter_MDB1.2.rar
Submitted: 12-06-2008 / Last Updated: 12-07-2008
rar112.35Kb325
MDB Utilities for xNormal 1.2
SCORE OUT OF 10
10
3 votes
View Stats
Cast Your Vote!
Voting FAQ

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS
No Images




You Must Be Logged In to Participate.
Comments (15):

Posted by Elysius at 2012-04-19 21:36:16    
In my previous comment, to be specific, I'm referring to Green Y-.
_________________________
Yay, I have a blog. Faithless: The Making of an NWN2 Module

Posted by Elysius at 2012-04-19 21:34:58    
Any chance that we can have this updated for version 3.17.9?

By the way, for those asking about the proper settings for use with NWN2, go to Baking Options, click the [...] button beside Normal Map, and set the Y Swizzle Coordinates to Y-. By default, it's at Y+.
_________________________
Yay, I have a blog. Faithless: The Making of an NWN2 Module

Posted by Jesster at 2009-05-21 16:21:40    
I second wisdomknight's question: "what are the best settings for Xnormal for generating normal maps for NWN2?"

Posted by Jesster at 2009-05-21 16:17:12    
Hey Jonnyhr,

"Now if only I can find a way to make rigging and race compatibility a less painstaking job"

For this issue hit up Rob at Link he had some great solutions for this on our project using 3Ds Max's "Character Studio".

Posted by wisdomknight at 2009-04-07 11:25:52    Voted 10.00 on 04/07/09
Ok tried it and no seams as far as I can tell on a very simple test object. But in toolset the normal map seems very dull as in not too strong of bumps. Anyone know what settings are the best in Xnormal for generating normal maps for NWN2? Like do I have to switch any channels (ie. GREEN Y+)?

Posted by wisdomknight at 2009-04-07 08:18:57    Voted 10.00 on 04/07/09
Amazing! Trying it now. I can't even imagine how much content I would have produced over the past couple of years for NWN2 if I had something like this outright. The frustration of producing correct looking normal maps for NWN2 were just too much for me to want to do this for fun/hobby. And to think I wouldn't have to worry about seams, truely a dream come true for CC creators. Thank you.

Posted by BigfootNZ at 2008-12-19 14:36:50    
Oooo, niceone the SBM exporter works in max8 :P think ill use Xnormal alot more from now on, will help save Max from having to work hard on those 500k+ high poly models from ZBrush (havent tried a 1mill OBJ import in max yet...) Hmm Stupid me i guess i could just use an altered mdb export for my external cage file and it should work still.

Downloading this now, and gonna play with it today.

Posted by BigfootNZ at 2008-12-19 14:15:49    
Ah that explanation says alot :P ... i can see how its quite good, guess ill have to try Xnormal a little more often then, still a little weary of its 'cage' methods (i like to use max's projection modifier and render to texture since the cage control is nice and easy, and im only running max8 so the Xnormal cage exporter plugin more than likely wont work for me) although i can from what ive seen use a secondary mesh as a cage.

Posted by Qkrch at 2008-12-15 08:38:07    
Epiphany! Hope to use it soon and vote
_________________________
The Ancient NWN Spanish Community Link
Academy for Modding Excellence Link
The Everfire Forge, a weapon for your hero Link

Posted by tazpn at 2008-12-09 20:38:25    
Thanks to jonnyhr for the clear explanation. The project was a request thus the lame description on my behalf. Hope that it helps. I'll steal part of that explanation and put it in the description if you dont mind.

Posted by thete at 2008-12-07 21:40:09    Voted 10.00 on 12/07/08
Ah thank you jonnyr for the clear description. This explains the seam on the helm I created. After a futile attempt to prevent it I concluded seams were unavoidable, spotting them on the heads of Obsidian's models too.

So this is very good news and gets a 10/10 from me too.

Posted by jonnyhr at 2008-12-07 20:45:18    Voted 10.00 on 12/07/08
This enables you to import highpoly from zBrush or other applications and bake Normal maps from a Lowpoly MDB file. By baking the Normal map from the MDB file, the exact Normal basis will be used in the calculation. This means that the projected Normal map will be displayed perfectly ingame without any of the seams you would get by generating Normal maps in Max. zMapper was an alternative previously, however you didn't get perfect reseult, and you would have to bake every item separately. This way you can generate all the detail in the same environment as well other maps such as Defuse from your zBrush mesh and Ambient Occlusion map. Believe me when I say, this is a big deal for the sake of quality. xNormal as it is makes really great looking Normal maps. I've been trying to figure out this issue ever since I started doing models for NWN2, the solution was the xNormal SDK. Best of all, its free.

Posted by thete at 2008-12-07 17:04:37    Voted 10.00 on 12/07/08
Utilities for xNormal...coool.
Removing Seams on normal maps...coool.

but like bigfoot I'm a little unclear.

Posted by BigfootNZ at 2008-12-07 14:47:17    
Interesting, wont vote till i give it a try, not to sure how ever just what its for, since the description seems a little vague.

Is it so that you can do the normalmap bake using the exported MDB and the ZBrush/Max high poly sculpt model within XNormal (rather than export your low as an OBJ or somesuch and do the baking in Xnormal with that?.. if so what benefits does it give outside of just baking the normalmaps in Max or just using an OBJ export of your low poly mesh in Xnormal?... if as johnnyhr seems to intimate it removes normal map seaming, it would be definitely nice to use, but ive rarely used Xnormal since im not fully confident in making my own cage meshs (dont think my version of max will work with the plugin that lets you export the projection cage for use in Xnormal) and ive found it simple enough to import ZB obj exports into Max for baking in there.

Will give it a look most deffinetly.

Posted by jonnyhr at 2008-12-07 10:16:12    Voted 10.00 on 12/07/08
I've been waiting to get something like this for about a year now. Dealing with Normal map seams is a pain, and avoiding them is usually a long process. Thanks to tazpn and Santiago Orgaz the creator of xNormal my head ache has finally passed. This is a 10 to me if I ever saw one. Now if only I can find a way to make rigging and race compatibility a less painstaking job :P

You must be Logged In to post comments in this section.

10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Prefab Blueprints


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters